Looking at the reference page for glTexImage2D, it is done like (from here) :
GLuint texName1 = 0;
glGenTextures(1, &texName1);
glBindTexture(GL_TEXTURE_2D, texName1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0, ship.bytes_per_pixel, ship.width, ship.height, 0, GetDataFormat(), GetDataType(), ship.pixel_data);
glColor3f(1, 1, 0);
glBindTexture(GL_TEXTURE_2D, texName1);
glBegin(GL_QUADS);
glTexCoord2f (0.0, 0.0);
glVertex3f (0.0, 0.0, -5.0f);
glTexCoord2f (1.0, 0.0);
glVertex3f (.5, 0.0, -5.0f);
glTexCoord2f (1.0, 1.0);
glVertex3f (.5, .5, -5.0f);
glTexCoord2f (0.0, 1.0);
glVertex3f (0.0, .5, -5.0f);
glEnd();
The key line is this :
glTexImage2D(GL_TEXTURE_2D, 0, ship.bytes_per_pixel, ship.width, ship.height, 0, GetDataFormat(), GetDataType(), ship.pixel_data);
You need to implement GetDataFormat()
and GetDataType()
yourself, and it returns the data format and type.
One possible implementation :
GLenum GetDataFormat(){
return GL_BGRA;
}
GLenum GetDataType(){
return GL_UNSIGNED_BYTE;
}